Solyc
Solyc
About
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- Solyc
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Comments
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@tolore said:
yeah, it's really hard to write rules for punishing killers for staying near a hook with in game disadvantages that aren't unfair. IE you handle chase solutions, but what if you hook a survivor between 2 regressing gens? What if that survivor has seen a hard to find totem location that you need to protect, what if there's only two survivors left? How do you communicate that camping is causing them debuffs to new players? how do you teach new players WHAT to do when they hook someone, seems unfair to say "hook people and kill them, but you can't protect your hooks to cause kills" to new players without giving them the tools to do something else.
Don't get me wrong, I'm a killer main, but i play survivor a little, in the cases where a killer is just hard camping someone for little to no reason sucks, and we should try to curb that behavior the best we can, where we can. i've been making this pitch enough times I just made a post about it i can quote.
https://forum.deadbydaylight.com/en/discussion/252715/camping-tunneling-idea
I understand your idea, It's logic, but we have a problem with camping and I think It needs to be solved.
I play both surv and killer.
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Mettle of man & protecion hits are broken, yet again XD
I use mettle as a main perk, and almost every update breaks it.
Thank you behaviour for noticing it :)
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@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/comment/2075905#Comment_2075905
I'm not a game developer but a web developer, the concept of any game using dedicated servers works like this:
https://us.v-cdn.net/6030815/uploads/DCIGIE190SFQ/image.png
"inputs" or any data works in a bidirectional way, the client can send any information to the server and the server can also send any information to their clients.
For example: If the "Survivor 1" drops a pallet on their game screen, it sends that information to the Server, then the Server will send this information to the other clients(Survivors and the Killer), and in their screen, they will see the pallet dropping.
But this is a very basic concept, there's a lot more going on behind the scenes, but this is how it sends and receives data. I think the way they can prioritize the Killer input is by everytime a Survivor send their input(if that input has priorities), the Server will try to wait some milliseconds to see if a Killer will send their input, if it does, it ignores the Survivor input and accepts the Killer one.
"Survivors shouldn't get any priority on hooking progress." So resuming, even if a Survivor sends their input to start the sabotage interaction, if the Killer pressed the button just a little bit late(needs to be lower than 1 second to make it fair), the Killer input should override that Survivor input and allow the hooking interaction to progress.
Great explanation.
Now I understand what you mean, thank you.
Let's see if the devs can solve this bug.
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@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/comment/2074500#Comment_2074500
Yes I know you can't hook while they sabo. The priority I mean is like the Hatch closing, where the server prioritize the Killer input.
Ah ok.
But if the server recieves both imputs, it will always recieve one before the other (usually killer's imput because he's usullay the host or something like that, I don't really know how it works).
Sof if it recieves on input first, the server doesen't need to prioritize, right? I really don't understand how that works.
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Yes, nice killer view of the problem I reported recently.
This has been a bug since long ago.
https://forum.deadbydaylight.com/en/discussion/comment/2073476#Comment_2073476
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@Kees_T said:
I've experienced this myself and I really hope this is a bug and not a feature. Survivors shouldn't get any priority on hooking progress.
I think it's OK for the killer not being able to hook while sabotaging.
BUT what's happening here is that the killer gets FROZEN in front of the hook if he tries to hook while sabo. It only happens when he presses the button to hook when the survivor just started sabotaging. Like if both did at the same time but survivor input got first to the server.
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@Kees_T said:
I've experienced this myself and I really hope this is a bug and not a feature. Survivors shouldn't get any priority on hooking progress.
Doesn't seem priority.
I mean, if survivor is sabotaging the hook, I think it's ok for the killer not to be able to hook. I like the mechanic.
BUT what's happening here is that the killer IS STUCK. When he presses spacebar he FROZES util I finish sabotaging.
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hook.jpg
Screenshot of the bug.
The killer is stuck in that position until I finish the sabo.
I don't do it to bug them, I try so that they hit me to get mettle of man and I give the survivor some seconds to wiggle and escape with my breakout.
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Yes, he can see your heartbeat, but you also scream, and you shouldn't with calm spirit.
I tried it too
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Poblems with Mettle of man (bugs with protection hits):
- Protection hits of an injuerd survivor 10m away doesn't always work.
Changes to unerf it a bit (apply one or several):
- Increase protection hit distance to 15 meters
- Getting hit while unhooking should be a protection hit.
- Make it unnecesary to go into de dying state to be able to use mettle of man again (maybe you can change it to a 60s cooldown)
Changes that would make it OP and should not be applied:
- Reduce necessary protection hits to 2.
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Yes please, fix Mettle of Man or protection hits.
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Reduce Mettle of man to 2 hits, or add getting hit near hook as a protective hit or make protectiv hits near injured people to 15 meters, not just 10.
I think that adding the two latter is the best.